Track debate: Mile or 1,? - MaxPreps
By on January 08, Track & Field/Cross Country article Regardless, the high school meter race is still 70 to 80 percent aerobic strength . while allowing proper physical and mental rest in order to meet the demands of competition. Mar 27, That meant high schools had to spend money to change their track configurations from yards to meters. The U.S. Federation gave schools a. Hurdling is the act of running and jumping over an obstacle at speed. In the early 19th century, In the sport of athletics, hurdling forms the basis of a number track and field in nature and demands athletic qualities similar to the meters flat race. . It's important that the runner stays on the balls of his or her feet for the.
This allows them a jumping off point to adjust effort from depending upon race conditions. Most athletes find that a three-stage race accounts for energy system changes and gives them an ability to hit the critical point in a race where they have to decide how they want to finish.
For many athletes, that critical point is at or near meters in high school, but athletes with superior talent may find that they are able to hit the critical point earlier. Advanced competitors may hit their critical point at or meters at which time they shift to a driving finish which is at top sprint speed they know they can maintain.
Athletes who are still learning their capabilities and limitations may feel more comfortable with a critical point at meters. Regardless, the critical point of a race ends the second stage of a three-stage race. The final stage will be the stretch drive beyond the comfort zone.
It is impossible for an athlete to check a watch for splits during an meter race, so the coach must provide the information at the relevant place on the track. Many times, that place will be the critical point of the event. This can beor meters into a race for a typical high school competitor, but it should be a time the athlete knows quite well. If the athlete comes through the critical point faster than projected, either a breakthrough race will occur or the athlete will reach lactic acid levels slowing them down prior to the finish and observable through split analysis.
If the athlete is slower than projections, they usually have the knowledge they can attempt slightly faster finishing efforts without tying up.
A strong, distance based competitor may feel more comfortable at a critical point at meters into the race, knowing he or she can mount a stretch drive using greater levels of speed-endurance.
A speed basedcompetitor may feel more comfortable at a critical point at meters or more. In any case, at that point the athlete should be free from competitor obstruction and with a clear path to the finish, focusing on nothing but form maintenance and turnover.
Begin focus for relaxed second stage. Focus on relaxation now is paramount for the next m. Ball-of-the-foot minimal ground contact is the feeling you are after. Evaluate field position for final turn. Shift to stretch drive by driving arms, particularly in the downstroke and focusing on rapid turnover with the arms leading the legs.
In these cases the final times will not reflect the best abilities of any athlete but will emphasize surprise and positional advantages on the track. A great finishing turnover is the best weapon in the arsenal for tactical varieties. So, training work on turnover and sprint form will be great defense for surging and kicking races. The event should be thought of as a sprint.
Tactical situations regarding competitors also include: Avoid passing wide on turns if at all possible, but if necessary, get around and clear full stride ahead as quickly as possible.
The event is too quick for gamesmanship. If someone is in the way, go around at the earliest opportunity that does not put you at a disadvantage by forcing you off pacing. Understand the rules for protecting your position in the field at the start and during the race. Run your race; meter or meter athletes do not worry about what is happening to competitors in other lanes.
This race is the same, just without lanes. You alone are accountable for your race. Train to be able to do battle at the critical point of your race. Full race efforts do not happen very often, so maintain your composure regardless of the actions of your competitors.
If you are fouled, startled, or get off your race plan, focus on recovery and stay with the pacing you must have to get your goal. Racing is full of distractions and complications. A board, 20 cm wide, near the end of the runway, marks the take off point and the distance jumped is measured from the end of the board to the spot where the athlete first breaks the sand. If any part of the jumper's feet goes beyond the board during takeoff, the jump is ruled a foul and will not be measured or counted.
Triple Jump This event requires exceptional abdominal strength as the jumper must use the momentum from her run-up to make three separate jumps before landing in the sand pit. The jumper first takes off and lands with the same foot the hop phasetakes off again from that same foot and lands on the opposite foot skip phaseand then takes off from that landing foot to leap into the sand. Maintaining correct body position and alignment in the air during the three phases is a crucial component to completing a lengthy jump.
High Jump Who can jump the highest? Well, the highest, without a pole. That is the point of the high jump. High jumpers run a curved approach, then, at a precise spot, translate that forward motion in to vertical motion as they drive their arms, shoulders, hips and opposite leg in to the air to get as much height as possible. They lay first their head, then shoulders, back, hips and legs over the bar.
Having impeccable technique to put all of these steps together is crucial, but being naturally long and lean is a big plus as well. Athletes have three misses at each height before being eliminated from the competition. Whoever clears the highest bar wins, although ties are frequent in the HJ. Pole Vault Athletes sprint down the runway carrying a long pole. At the end of the runway they plant the pole in to a box, bend the pole down and catapult themselves over the bar. An event not suited to those with a fear of flying, but those with a background in gymnastics have done well transitioning to the vault.
The same rules as the high jump apply: The Throws The name of the game in all of the throwing events is distance. The farthest throw wins. Amongst the throwing events the other similarities that they share is: Discus Throw The discus requires ballet-like footwork as the athlete rotates through a series of spins to build momentum to hurl the discus nearly the entire length of the track.
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The disc is thrown out of a high-sided steel mesh cage that protects bystanders from errant throws. In the cage is a circle that designates the throwing area. Stepping out of the circle during a throw constitutes a foul and the throw will not be measured.
Each competitor is allowed three initial throws with the longest distance determining her place in the standings. After the first three throws the competition can be narrowed to allow only a set number of the top placers in the standings to take an additional three throws to determine the final order of finish.
Hammer Throw The Hammer shares many similarities with the discus including the cage, the circle and the spinning approach to the throw. The major difference is that the implement being thrown is a steel ball on the end of a wire.
Distances achieved are also similar to that of the discus.
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Javelin Throw The javelin is a long, spear-like implement with a sharp tip on the end. Athletes take a running approach before launching their javelins, and often their bodies, in to the air. The trick is to get the maximum forward motion on the approach without stepping over the line. As in the other throws, if the athlete steps over the designated throwing line, the result is a foul and an unmeasured throw.
Another tricky thing about the Javelin is that it must land tip down to be considered fair. The small country of Finland is the cradle of this event and has consistently produced the most accomplished practitioners.
Shot Put The shot is a steel ball, and the competition is to see who can put, or throw it the farthest. As in the Discus and Hammer a circle delineates the fair area from which the put must be launched.
There are two techniques for generating the momentum to get maximum distance on one's put. The glide involves starting in a crouched position, shot tucked between neck and shoulder under the chin, then taking a large, powerful stride backwards towards the launching point while turning the body and uncoiling the legs to release the put up and out towards the landing area. New putters usually master the glide technique before graduating to the spin. The decathlon events are these, in competition order: The basic model is that, the younger the age group, the fewer events officially contested.
For obvious reasons, there are several events that young children, generally pre-adolescent, are not developmentally ready to learn and contest.